Introduction
------------
This is the text file for CLEIMOS 2, a full 32-wad replacement for
registered DOOM 2. CLEIMOS 2 is available from your favorite DOOM mirror
site, either in the "incoming", "newstuff", or alphabetized level
directories. Look for:

2. Unzip the two files cleim20a.zip and cleim20b.zip in the
same directory where you keep DOOM 2. The following files
will be unpacked:

CLEIM20.TXT This file
CLEIM20.000 The first half of the wad file
CLEIM20.001 The second half of the wad file
C2INSTAL.BAT Main installation script
C2DEUINS.BAT DeuSF modification script
C2RUN.BAT Script for running CLEIMOS 2
C2LEVELS.GIF Level names
C2CREDIT.GIF Credits
DEUSF.EXE For adding DOOM 2 sprites to cleim20.wad
C2CLEAN.BAT For when you're finished with CLEIMOS 2
and ready to move on

3. Run the C2INSTAL.BAT script. This will create the cleim20.wad
file and prepare it for running with DOOM 2.

*** None of your existing DOOM 2 files will be changed ****

4. Our demos were prepared using DOOM 2 v1.666. If you are running
v1.7 or v1.9, our demos will cause the game to abort when DOOM 2
attempts to play them. You can either:

a. make your choices at the initial menu fast enough
to avoid the demos.

b. download a copy of Paul Hermann's killdemo program
from ftp.cdrom.com or any doom mirror site. Look
for killdemo.zip in the wad_tools directory.

1 Advent NOTE: Barrels act differently in CLEIMOS 2.
2 Holding Pens Considering that they contain
3 No Quarter radioactive material, they will harm
4 Torment you if you get too close. Blow them
5 The Cleansing up, and the spot where they were
6 Enclave standing continues to be radioactive,
7 Bastion and can still harm you.
8 Hazard Base
9 Cauldron
10 Veil of Blood NOTE: The automap names don't match the
11 Annihilation CLEIMOS 2 level names, since we
12 Trapped followed id's desire to not touch
13 Ground-Zero their binaries.
14 The Five
15 Stairway to Hell NOTE: Ignore all the intermission and
16 Bulletproof end-level text. We didn't change
17 Sole Survivor it, for the same reason given in
18 Scent of Death the previous note.
19 Rise & Fall
20 Hip Deep NOTE: We've kept the level sizes under
21 Full Metal Island 230k to minimize save/load problems
22 Rosewood under heavy fighting conditions. If
23 Castle of the Ancients you have a 4mB system, and you
24 The Ungathered experience problems, let us know.
25 Well of Fire
26 Release Me
27 Entr'acte (DM)
28 Axis (DM)
29 The Hive (DM)
30 Temple of Lost Souls (DM)
31 Command + Control
32 Tomb of the Forsaken
================================================================
* THE STORY SO FAR... *

[The original CLEIMOS story is available in cleim10.zip, released in
August '94 for DOOM.]

It's the year 2112.
"Nuts" Kelton had plowed his way through the holographic images of
Cleimos Island. He reached what appeared to be the main communications
tower, and activated the console controls to set up a link back to Connors,
who had sent him to the island to clean it up.
After a long silence as he adjusted the controls, the headphones
suddenly came to life with a crackling static.
He pushed the transmit button on the console.
"Comm Base, this is Kelton. Over," he said.
The headphones continued to spit.
"Shit," he said. This time he punched the button hard. "Comm Base,
this is Kelton. Connors, get your ass on the line."
Nothing.
"Connors, the island's clean. You can call off the hot bird. You
hear me? YOU DON'T NEED TO NUKE THE PLACE!"
Still nothing.
Disgusted, Kelton threw off the headphones and they clattered across
the console, smashing hard into the wall behind.
Suddenly, the lights flickered. From somewhere, a pleasant voice
began to speak softly...
"Program reset...
"System initialization engaged...
"Image construction engaged..."
Kelton instinctively picked up the weapons he had tossed aside when
he had entered the room. What the hell is this? he thought.
The voice continued...
"Insertion coordinates established...
"Intruder coordinates established...
"System initialization complete...
"Image construction complete...
"Gates engaged..."
The room suddenly filled with green light, and something huge roared
to life before him...

###

Connors faced the team assembled in his office. Outside,
the skies had opened, and a torrential downpour was washing across the
base. In the distance, the ocean had turned gray, white swells
rising and breaking against the docks on the north end of the island.
"We've had no word from Kelton," Connors said. "So you'll be going in
after him. I told him we would nuke the island if we hadn't heard back from
him in 24 hours." He checked his watch. "That deadline passed 30 minutes
ago." He looked back at the team. "We can't afford to lose Kelton.
There's too much research tied up in him. You'll have to go to Cleimos
Island, track him, and find him. You've all been briefed on what you may
find there." He paused, scanning the faces before him. "Any questions?"
The team leader spoke up. "Sir, we'll do our best."
Connors looked the young man in the eye. "And that, son, better
include getting your asses back here in record time, *with* Kelton in tow.
Now get out of here."
The team snapped to attention, saluted, and filed quickly from the
room.
Connors turned and peered out the window. Rain spattered across
the glass. He peered down at the dock, and at the transport that would
take the men to Cleimos Island. He thought of Kelton, and the years he
had invested in the experiment. He didn't want to lose it all now, but
somewhere inside him, as he watched the transport rocking hard against the
storm's fury, he felt a rising dread that he would never see Kelton again.
Outside, a shuttlebus arrived at the dock, and the small figures of
the rescue team moved quickly up the walkway to the transport deck.
Connors leaned against the window, cold glass against his forehead.
"Good luck, men," he said.
As if in answer, the rain smashed hard and gray against the window...
================================================================
* PLAY INFORMATION *
Maps : Maps 1-32
Dependencies : DOOM 2 v1.666 (registered)
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : Yes
New Sounds/Music : Sounds yes, music no
New Graphics : Yes
Demos Replaced : Yes
================================================================
* CONSTRUCTION *
Base : 32 new levels from scratch
Build Time : Nine months
Tools used : WinDEU - designing the levels
idbsp - building nodes
warm - building nodes
rmb - building special reject tables
dshrink - reducing sidedef info in wads
wintex - assembling pwad
DeuSF - inserting sprite info into wad
Known Bugs : None known. You find 'em and let us know.
================================================================
* COPYRIGHT / PERMISSIONS *

Users may NOT use these maps to build additional maps. You wouldn't
be able to anyway, since the maps have been compressed by removing
redundant sidedefs (using dshrink). They can be viewed using level
editors, but changing them is next to impossible!

If this addon is packaged with other addons for further distribution,
all files must be included in their entirety.
================================================================
* WHERE TO GET THIS WAD *

"I tried playing the beginning part of your episode cooperatively
with one other player. It was great! I really liked the
radioactive-berserker part! So far I like it quite a bunch!
It rocks. I feel that you did an awesome job..."

"Myself and my friends agree, CLEIMOS is the most impressive
DOOM wad ever written (that we have experienced), including
DOOM.WAD. Very very nice job. My congratulations."

"I just tried your cleim10.wad file...
Excellent!!!!! Nice job. How long did it take you to do that?"

"I've finished working my way through your DOOM episode 'Cleimos'.
Congratulations, guys! You must be very proud of it. It's the
most attractive and coherent set of levels I've ever had the
pleasure of battling through. I particularly like that way that
where you end off one level is where you start on the next. Very
clever."

"Just e-mailing to tell you how cool your CLEIMOS DooM level was.
I also build my own levels, although mostly deathmatch levels. I
realise that it must of taken a HELL of a long time to complete all
the levels for CLEIMOS. Although the average DooMer may not
notice all the little touches that you put into your levels. Let
me say that your light sources were fantastic. You had them
right on all occasions..."

"I've just completed your cleimos wadfile and think it was very
good. I liked the way each episode finished at the beginning of
the next episode. Some interesting places to visit I think! Well
Done and THANX!"

"Thanks for one of the best wads I have ever played...
You guys are just GREAT! If you two decide to go it again please
let me know, I can't wait."

"Just thought I would let you know that I am loving your wad. The
dead-ends threw me for a loop at first (didn't read the .txt), but
I like the touch."

"I am very much looking forward to your new version of cleimos...
cleim10.wad is my all time favorite for doom1."

================================================================

Well, that's it. Hope you enjoy our hard work. Let us know your
reactions. We didn't notice any other full replacements out there, so
CLEIMOS 2 may be the first. (Just barely, though, thanks to id deciding to
publish the TNT project. Hey! 40 people worked on TNT. We only had
the two of us...)

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Unknown date

A very good wad. I left a bigger review with the first file (cleim20a.zip). I'm giving the wad 4.5 overall as it's very nice for its time. Since the first file got a 5, this gets a 4. Definitely a megawad worth looking into!

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File Reviews

Pretty enjoyable map, besides volume of background music. I'm just turned it off and stalk through map in silence, hunting on enemies that waited for me behind each corner. For vanilla-compatible map its very big and complex in structure. Map brings a good survival challenge for player by lack of medikits, forcing to play carefully and without haste.
I remember that i seen boxes with rockets, but not the Rockerlauncher itself. Its strange, but not breaks gameplay.
Overall, its a good example of vanilla gameplay and design.

yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.

rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.

well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.